2014-10-22T00:42:35ZFluxBBhttp://forum.talongame.com/index.phpSo I downloaded this mission, and it had helpful In-interior and In-mission folders. However the interior graphics were named the same as the default missions, example "Wall1". Was I supposed to make sub-directories and the game would discover the correct textures for each level based on name?]]>http://forum.talongame.com/profile.php?id=1172014-10-22T00:42:35Zhttp://forum.talongame.com/viewtopic.php?id=232&action=newyap!]]>http://forum.talongame.com/profile.php?id=452014-02-20T18:32:33Zhttp://forum.talongame.com/viewtopic.php?id=235&action=newTop notch stuff! I really like the detail]]>http://forum.talongame.com/profile.php?id=712014-02-01T16:13:42Zhttp://forum.talongame.com/viewtopic.php?id=231&action=newHello! Post any mapping resources you may have here. Programs, file converters, tutorials etc. would all be helpful.

As the thread gets longer I'll update the OP with more resources and the like.

Modeling-type stuff.Torque Contructor - Used for making interiors.(.dif files) It's fun, it's free, and it's glitchy as all hell. You may have to have an account at garage games to download.

In addition you may be able to find quite a few Torque-related resources at these two sites:Blockland Forums - Another torque based game. Be warned, this game is currently having trouble with DDOS attacks, mass trolling, cheating/hacking and the like. Look, do not touch. And for goodness sake don't bring any of them back here.Scattered Space Forums - Not strictly torque-based. But most of the users here are just- older Blocklanders. If you want help with advanced coding you may be able to get it here.

]]>http://forum.talongame.com/profile.php?id=1012014-01-18T03:27:19Zhttp://forum.talongame.com/viewtopic.php?id=222&action=new...And development continues on the map this weekend!]]>http://forum.talongame.com/profile.php?id=712014-01-10T23:30:55Zhttp://forum.talongame.com/viewtopic.php?id=204&action=newAnd we have another fun indoor map for Talon! First Killing Box and now this. I'm impressed, guys, seriously. This map is great! Again, I haven't played it for very long, but I enjoyed the brief time I did.

The layout is simple, but it's fun! Easy to navigate with just enough vertical space for good close-quarters dogfighting. The textures work is good. The use of framed textures that fit the structure is nice, as it makes the map appear more detailed without adding clutter to the geometry. The lighting is simple, but good. I don't have much to criticize, in part because there isn't too much to the map; but that's fine. For a small map you want to keep it simple, I think, otherwise it can feel cluttered and cramped. This doesn't, despite the small size. Overall I'd say it has a nice appearance and it plays well. I look forward to seeing what else you come up with.

Oh, and I like the way you packaged it. Unless and until I can provide a better system, I think this approach is best.

sdfgeoff wrote:

Made entirely in Torque Constructor, which crashed a depressing number of times.

It does that, yes. Drives me crazy.

(BTW, I really really like that to navigate in the Mission Editor you use your own keybindings.

Yeah. I wish I could do that in Constructor. I want very much to build a full and proper in-game level geometry editor. *sigh* Maybe for Talon II.

Really impressive textures you've got there as well.)

Well thank you. I think they could be better, but I'm working on it. Hopefully I get some time eventually to build more maps, and expand the texture library.

Scott? What's the word on scriptable in-game elements?

Should be do-able. The engine does not have door objects specifically, but Blender should be able to make animated shapes, including doors, which can be controlled via script. And you should be able to include those scripts directly in the .mis file.

The big red box is the whole level area, when you fly outside of it in a game the terrain structure repeats, right?

The big red box is known as the mission area, and as far as I can tell, terrain is the only thing that it influences. It's size can be changed in the 'Transformation' dropdown near the Dynamics one.

What is the big green box for, and how it relates to the red box? What happens when one is bigger then the other?

Green box is what is currently selected. As far as I know, nothing happens when one is bigger than the other

Hangars, Bases, Towers, Stations .... or maybe Snowmans have to be build with Torque Constructor and must be then implemented in some way in the mission editor?

Yup, In Torque Constructor you go File -> Export as legacy diff, and put it in /talon/talon/data/interiorsThen close and reopen talon, go to the mission editor, click:World-> world area creatorIn the panel that changes, go to:interiors -> talon -> data -> interiors and select your object

Closed in levels are all made with the Torque Constructor. They are basically an 'closed object' like Hangars, Bases, Towers etc., right?

Yup, sure are.

Is there a way to make a tunnel (or whole bunker-complex) in a mountain on maps like Killing Fields or in an asteroid on Frontier-like map?

]]>http://forum.talongame.com/profile.php?id=412014-01-07T07:00:10Zhttp://forum.talongame.com/viewtopic.php?id=209&action=newyep]]>http://forum.talongame.com/profile.php?id=712014-01-05T23:18:16Zhttp://forum.talongame.com/viewtopic.php?id=186&action=newSadly, in the thread in General Discussion, Spaz, the creator of this level, requested that it not be continued. So I'll post a couple more images of where I got up to (in a few moments), and then ask that this thread be locked.

Well, it's been a learning experience, and I've enjoyed doing it. I'll get working on my own map now that I am familiar with the tools!

]]>http://forum.talongame.com/profile.php?id=412014-01-05T21:22:32Zhttp://forum.talongame.com/viewtopic.php?id=203&action=newHere's the process I went through for porting Minerva to .dxf, in case anyone else wants to try using descent levels without completely remodeling them:

1) Open the level in lvlview, and export it as a .dxf2) In blender, enable the dxf importer addon and the .map exporter addons (File -> User Preferences -> Addons search 'Quake' and search 'dxf'3) Import the map (File -> Import -> DXF)

4) Now is the hard part..map requires geometry to be closed, convex surfaces. The blend exporter does this in one of two ways: if it is a cube or tringular extrusion, it exports it as is. If it is not, it breaks it into quads, extrudes them into cubes, and exports that.The problem is that descent levels didn't require cubes faces to be planar, and so some cubes are distorted into triangles. This introduces some concave surfaces. But the exporter doesn't figure this out. So some manual tweaking is required. I find triangulating (select everything ctrl+t) and then splitting by angle is a good place to start (the edge split modifier on an angle of 0 degrees)

5) Now we can export it. (File -> Export -> .map)

Notes* Lights do not export at all, so they have to be done in Torque Constructor.* I have not tried materials at all yet, and don't have the faintest clue how to do them, so if anyone has any ideas, please let me know.* I ended up doing a lot of manual remodeling anyway, as a lot of the geometry fits quite neatly into cube-shaped blocks that just need connecting. The exporter originally wanted >600 brushes, but my tweaked version only has 229.

Troubleshooting:If you have malformed brushes, you may need to check that the normals face outwards on existing cubes, or inwards on tunnels (ctrl+n for outwards, ctrl+shift+n for inwards). Or you may have some concavity. Try revisiting step 4.

]]>http://forum.talongame.com/profile.php?id=412014-01-05T02:22:21Zhttp://forum.talongame.com/viewtopic.php?id=202&action=newEach brush should have been a separate object, but I'll go check when I have some more time.

Don't worry about it, it's not essential, and we can survive without it!

]]>http://forum.talongame.com/profile.php?id=412014-01-04T01:27:19Zhttp://forum.talongame.com/viewtopic.php?id=184&action=newAnother way to reduce your chances of getting spawn killed in any level is to cloak immediately upon spawning, it can help buy you the few seconds it takes for your shields to charge up if there is fighting going on in the room. Granted it probably wouldn't work as well against motivated human players as it does with bots.]]>http://forum.talongame.com/profile.php?id=382013-10-06T14:52:35Zhttp://forum.talongame.com/viewtopic.php?id=76&action=newWings3D Master Race.